Also, please, read "Upgrading to AGS 3.4" topic in the manual that comes with this version. It contains important information on most notable new features and few potential problems you may encounter when upgrading older projects.

Another important note on upgrading your older projects to latest 3.4.0 (read under spoiler):

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AGS 3.4.0 now has a "Script API version" and "Script compatibility level" switches, which determine a range of built-in script functions you may use in your game (also called Script API)."Script API Version" defines the TOP limit, or the latest version of scripting your game uses."Script compatibility level" defines the BOTTOM limit, or which OLD functions should still be available.

When you upgrade your game project from the older versions (3.3.* and lower), the Editor automatically sets "Script compatibility level" corresponding to the version of AGS this project was last saved in. This is done for backward compatibility. But you can change that anytime. Be prepared, however, that you may have to fix certain parts of your script. Usually necessary fixes are limited to renaming functions. Also, it is suggested to do "Rebuild all files" after you change any of those two switches.

KNOWN ISSUES:- Strings do not work with switch/case script commands as intended. They were supposed to be compared by value, but are instead compared as pointers.- Local variables do not work as switch's "case" expression.This worked in some early BETA versions, but was broken at some point. We plan to fix this in the future updates.

Changes in the Patch 4:

Editor:- Improved Font preview, now it displays all 256 supported characters and resizes itself to accomodate these on the grid properly.- Fixed game compilation on systems which have Japanese ANSI or similar locale as default locale for non-Unicode applications.- Fixed Linux binaries were not copied to the Compiled folder if AGS Editor is installed to "C:/Program Files" and run in a non-administrator mode.

Engine:- Fixed toggling mouse lock in window with Ctrl+Alt did not work all the time.

Changes in the Patch 3:

Common bug fixes:- Fixed program crash in Engine and Editor when loading/importing a game that contains file with name longer than 50 characters.

Editor bug fixes:- Do not copy hidden and system files into final directories when building the game.

Editor bug fixes:- Fixed incorrect Unicode-to-ANSI string conversion during game compilation which caused text containing non-latin characters become random mess in game, even if game fonts complied to the proper ANSI codepage.

Engine bug fixes:- Fixed mouse cursor stuck at the left border of the screen when using OpenGL renderer (Android & iOS ports).- Fixed InventoryScreen() script function caused game to crash if particular resources are not available.- Fixed built-in inventory screen not working with Direct3D and OpenGL renderers.- Fixed obsolete gfxfilter names are printed when using --help argument.

Cosmetics & convenience:- Corrected error message displayed when engine cannot get write access to the disk (e.g. no more telling to not run from CD on Android).

Manual:- Added information on static extenders.

Changes in the Patch 1:

Editor:- Fixed #if(n)ver preprocessor directive failed to properly compare versions if the current and required versions have different number of digits.

Engine:- Returned support for some older config options related to graphics mode, so that the engine would be able to use old config files.- Fixed graphics mode initialization failure in certain less common setup cases, such as when requested window size was larger than current desktop resolution, or when the final mode appeared smaller than the precalculated one.- Fixed couple of memory leaks occuring when saved game is restored.- Fixed rare crash when restoring a game while having unreleased DrawingSurface pointers.- Fixed compilation in C++11 mode.

Engine features: - Added support for any runtime display resolution (now restricted only by your system specifics). - Added support for vertical sync in Direct3D rendering mode. - Made engine try to use all implemented graphic renderers in the order of priority, if user selection failed to initialize. - Rised default sprite cache limit for desktop platforms to 100 MB (was 20). - Game writes latest translation and mouse speed setting to config file on exit.

Scripting features: - Added managed user structs; although currently limited to containing only non-pointer variables in them. - Added support for dynamic arrays in non-managed structs.THERE ARE KNOWN ISSUES:

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It was found that dynamic arrays in struct do not work when you make an array of those struct, for example:

Code: Adventure Game Studio

struct MyStruct

{

int dynamic_array[];

};

MyStruct single_object; // <--- this will work

MyStruct arr_of_structs[10]; // <--- this won't work

Such array caused troubles which were too complicated to fix in time, and require more time to investigate. A decision was made to block creation of arrays of structs, containing dynamic arrays. If you try to declare one in your script you will get an error. Hopefully this restriction will be raised in the future updates.

Editor bug fixes: - Fixed Undo history was deleted when an Editor panel changes its docked state. - Fixed crashes under certain circumstances when a script editor is closed. - Fixed crash if selecting a character without a normal view in the room editor. - Fixed Ctrl+Tab did not work for the first time when cycling through opened editor tabs. - Fixed "Go to Line..." command did not always move cursor to correct line. Also, do not select that line. - Made the project completely rebuild itself whenever "Enable Debug Mode" value in the General Settings differs from the setting used for the last build, to prevent inconsistency in compiled scripts. - Fixed a crash when trying to run game setup from the Editor while "Compiled" folder does not exist. - Fixed project items could sometimes get incorrectly arranged inside the folder. - Fixed writing faulty timestamps in project file on some occasions that could spoil usage of file versioning control. - Fixed Help window positioning on multi-monitor desktop. - Fixed error in autocomplete occuring when there is a single-line comment in the end of the script. - Fixed incorrect compiler parsing of a static function call inside array index brackets. - Fixed compilation of struct member functions having name identical to existing global function. - Fixed compilation of structs having members with names identical to non-basic types, global variables and game entities (such as characters, GUI, etc). - Corrected few error messages related to struct's function declaration. - Fixed compiler reporting errors as "runtime errors" under certain circumstances.

Engine bug fixes: - Fixed result of using transparency parameter of the DrawingSurface.DrawImage() in 32-bit games when drawing opaque sprites over surfaces with alpha channel. - Fixed DynamicSprite.CopyTransparencyMask() was overwriting magic transparent pixels on destination with alpha values from mask. - Fixed the speech portrait position was not adjusted for character walking between its lines, when BasedOnCharacterPosition portrait placement is used. - Fixed occasional pathfinding failure on straight lines with complex walkable areas. - Fixed using '[' special character in Display-like commands discarded all of the backslashes before it (e.g. "\\[" should now print \[ as expected). - Fixed WAVE audio not looping after restoring a game - Fixed a bug that caused MP3 clip continuously increase its base volume if the directional volume modifier was applied. - Fixed queued audio clips did not update their volume when default audio type volume changes.

WinSetup: - Added support for "default_translation_name" option in the "[language]" section of the config file.

Greetings. I am not sure if this is a relevant section, but has anyone else had problems running this with Wine on Ubuntu, 32 bit?It goes to the loading splash screen, loads and loads, and then Wine crashes without the level editor proper loading. It's been a damn looong time since I did anything in AGS, and I had an itch to do so, one I can't seem to scratch . . .Help me, AGS forum, you are my only hope.

Greetings. I am not sure if this is a relevant section, but has anyone else had problems running this with Wine on Ubuntu, 32 bit?It goes to the loading splash screen, loads and loads, and then Wine crashes without the level editor proper loading. It's been a damn looong time since I did anything in AGS, and I had an itch to do so, one I can't seem to scratch . . .Help me, AGS forum, you are my only hope.

Hi, I just downloaded and installed AGS 3.4.0 patch 4, but unfortunately when I start a project via a template "9-verbs system" and change screen resolution 320x200 => 1280x720 and build it! I get a crash!

Hi, I just downloaded and installed AGS 3.4.0 patch 4, but unfortunately when I start a project via a template "9-verbs system" and change screen resolution 320x200 => 1280x720 and build it! I get a crash!

What kind of crash, is there an error message?Do you get it when you are building the game, or running the game?

What kind of crash, is there an error message?Do you get it when you are building the game, or running the game?

"Adventure Game Studio run-tin engine has stopped working" with a close program button, after I get another dialogbox "The game engine does not appear to have shut down properly. If the problem persists, post the problem on the Tech Forum" what I did I get that when I run...

I just tested again with "Run without debugger" and I think that the room image (built-in in template) is too smaller. As I set in HD 720p in settings program... it's perhaps that the problem of crash...

The background scene for this room is smaller than the game resolution. If you have recently changed the game resolution, you will need to re-import the background for this room.

There is an implicit background stretch if resolution type does not match (room was created for 320x200 game but used in hires game) but in practice it works only if "use lo-res coordinates in script" is ENABLED. Latter suggests it was only useful in very old versions of AGS. This would have little sense now anyway, because the stretch is only done from 320x200 to double size, which won't cover all situations.

The proper way of handling this is probably support for any room size (this was requested before).

Anyway, this stretch is normally skipped, and engine shuts down with error message. I tried to repeat same thing as mikosworld described above (with making a game of 9-verb template and changing resolution to 720p), but I do not see crash as in "has stopped working". Some other reasons might have been invloved there.

Providing exact steps to get this problem, or a compiled game (or even game project) that causes the crash could help.

Hi, for some days the graphics setting of my project no longer offers me the Direct3D driver and only "Desktop resolution" and "Native resolution" in the mode setting.I've tested with an older backup of my project and I do not have this problem. I don’t think I’ve changed the project settings so I don’t see where the problem comes from. Any idea ?

Hi, for some days the graphics setting of my project no longer offers me the Direct3D driver and only "Desktop resolution" and "Native resolution" in the mode setting.I've tested with an older backup of my project and I do not have this problem. I don’t think I’ve changed the project settings so I don’t see where the problem comes from. Any idea ?

Are you speaking of project settings, or winsetup? Also, what version of AGS exactly are you using?

I'm talking about the winsetup and I'm using version 3.4.0.16I answered the problem by changing the windows properties of AGSEditor in compatibility mode "compatibility mode Windows 7" (I work on a windows 10).All WinSetUp settings are available again.

I'm talking about the winsetup and I'm using version 3.4.0.16I answered the problem by changing the windows properties of AGSEditor in compatibility mode "compatibility mode Windows 7" (I work on a windows 10).All WinSetUp settings are available again.

Oh, there were reports about Windows 10 having issues with Direct3D. This might be related.

Winsetup tries to detect whether Direct3D is supported when it starts, so if operating system does not let it do that, it won't show in the list.

Oh, there were reports about Windows 10 having issues with Direct3D. This might be related.

Winsetup tries to detect whether Direct3D is supported when it starts, so if operating system does not let it do that, it won't show in the list.

I think my problem appeared by doing "rebuild all files", I do not know if it is related, but I've been working with windows 10 for a year and I had not had this problem before. The resolutions predefined in the WinsetUp mode had also disappeared, only native resolution and desktop resolution remained. By changing the Windows compatibility property (right click on the exe file) of the AGS Editor or the build of the game, all parameters return.Thanks!